Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9800 GT 1GB features core speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 112 SPUs along with 56 TAUs and 16 ROPs.
Compare those specifications to the GeForce GT 430 1GB, which has GPU clock speed of 700 MHz, and 1024 MB of GDDR3 RAM set to run at 900 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 16 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9800 GT 1GB, in theory, should be a lot faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB is a lot (about 200%) more effective at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 9800 GT 1GB will be quite a bit (about 243%) faster with regards to anti-aliasing than the GeForce GT 430 1GB, and will be able to handle higher screen resolutions better. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Bandwidth is the largest amount of data (in units of MB per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.